S&box Wiki

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Material_Resources#547084

<cat>Dev.Material</cat> <title>Material Resources</title> ## Tools [Substance Player](https://substance3d.adobe.com/documentation/sp31/substance-player-2294742.html) - Free program used to view .sbsar files, tweak exposed parameters, and export to texture maps. [Substance Player](https://substance3d.adobe.com/documentation/sp31/substance-player-2294742.html) - Free program used to view **.sbsar** files, tweak exposed parameters, and export to texture maps. ## Material Authoring Tools [Substance 3D Designer Steam Edition](https://store.steampowered.com/app/1775400/Substance_3D_Designer_2022/) - Paid but powerful Material authoring tool. [Material Maker](https://rodzilla.itch.io/material-maker)³ - Free and open-source, based on the Godot Engine. [Material Maker](https://rodzilla.itch.io/material-maker)² - Free and open-source, based on the Godot Engine. [Texture Lab](https://njbrown.itch.io/texturelab) - Free and open-source, written in TypeScript and hosted in an Electron app. ## Free textures⤶ ## Free PBR Materials/Textures⤶ [AmbientCG](https://ambientcg.com)¹ [PolyHaven](https://polyhaven.com)¹ [CGBookcase](https://www.cgbookcase.com/textures)²⤶ ⤶ [MaterialMaker](https://www.materialmaker.org/materials?count=10&type=material)⁴⤶ [PolyHaven](https://polyhaven.com/textures)¹ [CGBookcase](https://www.cgbookcase.com/textures)⤶ [Juliovii](https://juliovii.itch.io/)⤶ [3dassets.one](https://3dassets.one/#order=latest)⤶ ⤶ [MaterialMaker](https://www.materialmaker.org/materials?count=10&type=material)³⤶ <note> * ¹Since s&box uses **OpenGL Normals**, when downloading textures from either AmbientCG or PolyHaven use the normal with GL in the name and not DX⤶ * ²Normals from CGBookcase will need to be inverted as they are **DirectX Normals**⁵. * ⁵You can invert a normal by toggling **Legacy Source1 Inverted Normals** in the material editor [InvertNormals](https://i.imgur.com/U5gUegf.png). * ³Before exporting a material from Material Maker you will need to convert the normal in the graph from the Material Maker’s internal format to OpenGL [Normal convert node documentation](https://rodzill4.github.io/material-maker/doc/node_filter_normal_convert.html) * ³To export from Material Maker, do **'File' > 'Export Material' > 'Blender'** . From there you'll have .exr files whitch are your exported textures. ⤶ * ⁴Textures from Material Maker Site Will need to first be exported from Material Maker.⤶ * ¹Since s&box uses **OpenGL Normals**, when downloading textures from sites such as AmbientCG or PolyHaven for example, check to see if they have an OpenGL (GL) normal provided, ⁴if not you can invert the **DirectX Normals** into **OpenGL Normals**⤶ * ⁴You can invert a normal from **DirectX** to **OpenGL** by toggling **"Legacy Source1 Inverted Normals"** in the material editor [InvertNormals](https://i.imgur.com/U5gUegf.png). * ²Before exporting a material from Material Maker you will need to convert the normal in the graph from the Material Maker’s internal format to OpenGL [Normal convert node documentation](https://rodzill4.github.io/material-maker/doc/node_filter_normal_convert.html) * ²To export from Material Maker, do **'File' > 'Export Material' > 'Blender'** . From there you'll have .exr files whitch are your exported textures. * ³Textures from Material Maker Site Will need to first be exported from Material Maker. </note> <note> Work In Progress, edits are welccome. </note>